@RyanHarleeJones I'll take a look as soon as I get a chance. @KurtR 'by mesh name' is only used for explode baking. It is redundant for a single mesh bake like this. I've just looked at the file. The high-poly bevels are WAY too tight. Your low/high edges are practically identical. There is no info for the bake to pick up.…
@Frankie and Zwebbie, AFAIK, a distance of 0 is indeed infinite. If you have a well set up LP mesh, you should never really need to touch bias or distance, and most of the time I leave them at 0 and 0 and get perfectly good results. It's only in very rare cases (like this) where I have needed to change the bias. This is…
That's the padding issue I get when I use Mental Ray in max 2010 and up. Not only does it fubar the padding causing seams, but it incorrectly fills in the background color of the normal map, even though the "background color" is set to the right color in the render to texture settings. It also has a bad habit of…
Experiment a bit, there are lot of quick things you can try to understand what is causing the issue. You can make a beveled cube and try baking it the same way as you are baking this to see if you get the same errors. As I said, usually, there are jagged edges when the baker can't find enough room to work with. Increasing…
Hi Polycount, I spent the last few hours googling away to find a way to bake albedo / diffuse textures from one 3D object to another. For anyone that isn't aware of this, you are able to do so in Marmoset Toolbag; you can take an already textured model and transfer / bake those textures on a model that has either been…
So I'm recently trying to use Marmoset to bake my normals/AO/curvature maps. I have my low poly set up with UDIMS in Maya with different materials and UV sets and Marmoset recognizes everything when I import my low poly FBX into the baker. Materials are created per UV set and the texture set drop down button shows all my…
I think you're expecting too much out of your normal map. It can't make up entirely for really low geometry, and it can't look perfect from every angle. Remember, a normal map is essentially faking shading based on the projection angle of the rays. So, any angles far outside of the ray projection angle can still look…
Hey guys, I am working on one of my first full mechanical current gen projects, and I am asking to see if there is a way to ensure that I have my cage setup correctly without having to make tons of test bakes. While I have a fairly decent laptop, bakes still take way to long to use for a testing purpose. Is there a faster…
They are two different concepts. In Zbrush, projecting can be a prerequisite step that might need to be done before you move on to baking the maps. Basically Zbrush is limited in that it won't let you bake texture maps (color, normal, displacement, etc) using two different models. It can only look at a single model/tool at…
We're only seeing a cropped view of the full texture, and there is padding. That's the orange outline. It could perhaps use more, though. I don't know what you're getting at with curves, and Max can display normal maps just fine if you load the texture with the right gamma, though it will not be the correct tangent basis…